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-   -   StarFire Mod v-Beta 2 (http://forum.shrapnelgames.com/showthread.php?t=11210)

President_Elect_Shang February 9th, 2004 10:37 PM

Re: StarFire Mod v-Beta 2
 
Thank you Fyron for the answer to question #1, it does not happen often enough and I tried to reproduce it but could not, I am sure that this is what is taken place.

About #2, they are working just fine, it turns out that when modding you should always make sure you have enough sleep and that you press the save button before testing the change. Also make sure that you have enough sleep.

I will be back later tonight with the update on the Mod status, heck forget that, DanK sent me the info I needed and all major bugs that would prevent the testing of the Beta are done and gone.

We have all green lights; let the countdown begin…“T minus 4”.

Fyron February 9th, 2004 10:46 PM

Re: StarFire Mod v-Beta 2
 
Quote:

About #2, they are working just fine, it turns out that when modding you should always make sure you have enough sleep and that you press the save button before testing the change. Also make sure that you have enough sleep.
<font size="2" face="sans-serif, arial, verdana">LOL you have no idea how many times I have done that! http://forum.shrapnelgames.com/images/icons/icon10.gif

President_Elect_Shang February 9th, 2004 10:54 PM

Re: StarFire Mod v-Beta 2
 
Quote:

Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana"> About #2, they are working just fine, it turns out that when modding you should always make sure you have enough sleep and that you press the save button before testing the change. Also make sure that you have enough sleep.

<font size="2" face="sans-serif, arial, verdana">LOL you have no idea how many times I have done that! http://forum.shrapnelgames.com/images/icons/icon10.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I forgot to mention: DO NOT have an Uber-Colada before Modding! http://forum.shrapnelgames.com/images/icons/icon10.gif

President_Elect_Shang February 10th, 2004 04:07 PM

Re: StarFire Mod v-Beta 2
 
All is still a green to go for the 13th. Growltigger had helped me to resolve the PDC issue but I had forgotten to Mod them in, that was a quick fix and they are now there. I could not think of a way to create the PDC hostile\desolate and extreme so I left them out. Also there may be an issue with the PDC’s themselves, but we can resolve that when the beta is tested. I am sure there will be other issues that will need to be addressed but then it is a beta. Make sure that you are patched with the “se4goldpatch3.exe”, you can get it at the below link, just click on "patch download".

http://www.malfador.com/se4.html

T minus 3 and counting.

[ February 10, 2004, 14:09: Message edited by: President Elect Shang ]

Growltigger February 10th, 2004 04:33 PM

Re: StarFire Mod v-Beta 2
 
Errr what is an uber colada? I assume it is like a turbo shandy which it basically the liquid equivalent of being whacked round the head with a half brick wrapped in a sock

DemoMonkey February 10th, 2004 09:28 PM

Re: StarFire Mod v-Beta 2
 
Step 1) Mix a Pina Colada.
Step 2) Pour it into a clean pLastic 4 gallon pail.
Step 3) Repeat steps 1 and 2 until the pail is full.
Step 4) Drink the pail.
Step 5) Mod.
Step 6) Profit!

President_Elect_Shang February 10th, 2004 10:02 PM

Re: StarFire Mod v-Beta 2
 
Quote:

Originally posted by DemoMonkey:
Step 1) Mix a Pina Colada.
Step 2) Pour it into a clean pLastic 4 gallon pail.
Step 3) Repeat steps 1 and 2 until the pail is full.
Step 4) Drink the pail.
Step 5) Mod.
Step 6) Profit!

<font size="2" face="sans-serif, arial, verdana">Heavy on step 5, works better than calgone...Take me awayyyyyyyyyy

President_Elect_Shang February 11th, 2004 01:28 AM

Re: StarFire Mod v-Beta 2
 
So far so good, I have run into one or two small issues dealing with components but so far all that called for was changing a number to the correct value. There is an issue with play balance and the shipyards, but again this is something that I feel should be addressed by all of us.

On another note I have decided to go to Home Depot and buy one of those 10 galleon orange buckets. With it I will try to make a Mega Uber-Colada. Why do I feel like a power ranger?

Missile damage will need to be looked at for balance.

[ February 11, 2004, 03:55: Message edited by: President Elect Shang ]

Growltigger February 11th, 2004 09:24 AM

Re: StarFire Mod v-Beta 2
 
Mr Wubbles, sounds positive.

I have re-read a bit more of my starfire rulebook (do you know, I managed to find my first edition rulebook!! I wonder if that is worth anything on Ebay!).

Questions as follows:

1) have you managed to duplicate shear planes? although I beleive the effect of tractor beams in SEIVG is of less than in Stafire cannon;

2) what have you done on overload dampeners?

3) how on earth have you dealt with XO racks?

4) what are force beams, and what are energy beams?

President_Elect_Shang February 11th, 2004 04:06 PM

Re: StarFire Mod v-Beta 2
 
1) Unfortunately there is no way to duplicate shear planes in SE4G, and since the tractor effect in SE4G is instantaneous a shear plane would not actually work.

2) Overload dampeners: I am pleased to report are in the Mod, I think that once you see it you will understand why I moded it the way I did. In other words it does not follow the “cannon” effect perfectly, however this is one of the components that I managed to capture the “spirit” of, and very well at that.

3) XO Racks: Even if this Mod comes out of the Beta stage DOA I think my solution to the XO rack is a legacy that will live on. I don’t want to say too much about it here as I am still looking forward to the surprise factor.

4) Force beams and Energy Beams: I wanted to keep some of the SE4 flavor so that those uninitiated to StarFire would find a connection back to SE4G un-moded (other than the graphics and interface) and not feel to “alienated”. I have split most all beams up into two categories, energy stream weapons and energy pulse weapons. For a little preview of the Mod here is an excerpt from the Tech Area text:

Energy Stream Weapons: The most powerful energy weapon family, but must smash shields and armor first.

Energy Pulse Weapons: A weak family of energy weapons that can skip shields, armor, or both.

I am sure this does not fully answer your questions; however you only have two days to wait now. I will be back later to give an update as to the status. I am still toying with the missile and interdiction field as they are not operating very well, more later have to run now…


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